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[RELEASE] KNEE DEEP
"Doom remixed in WGR2 with dynamic lights."

Here is a little treat for everyone.
Today is Dooms 19th birthday and to celebrate we'd like to share with everyone a remix of Doom 1 Episode 1 Knee Deep in the Dead. Converted to WGR2 by myself with hand placed dynamic lights by Micky C.

I can go on and on with instructions and stuff, instead here's a download link and some screenshots.

When actually playing the episode, it looks beautiful and there is that little bit of fear since there are dark spots on some parts of the maps including the flickering lights . The boss is a pretty interesting sight too even though a certain person doesn't seem to like it

Wow, this is exactly what I've wanted for WGR2 for so long. Unfortunately, I don't have a single computer in my house that supports polymer, but I'll be playing this in any form I can. I'll tell you guys whether the episode is acceptable in 8-bit or not.

The map was initially designed for the classic renderer, then Micky added the polymer lighting and we split it into two episodes, classic and the lighting redux.

Fun for all with the best of both worlds. I personally enjoy the classic episode with polymer lights, but Mickys episode sets a completely different mood and atmosphere. It's by far the better way to play this IMO.

I would have liked the polymer version just a tad darker (not pitch black) to give it that little extra bit of "omg what is that?" scare factor from shadows and silhouettes and things, but then again it is a shooter game and you need to see what you're shooting.
For those who haven't played it yet, the darkness in the photos does not reflect the darkness in the actual map, it's brighter than that.

Assuming you're using the polymer version (in which case I'd love to know your framerate with your ATI card), the skull button on the door activates an effect within the door sector which teleports you to the next level. So just move closer to the button. There may be a slight update at some point, nothing major, but we'll probably address tiny issues like this (in this case I'd just add an extra effect sprite to the sector in front of the door).

I have a question about this to trace the coding error. Did you by chance push the skull button and save the game then reload later and fully approach the door. I think the activation may have been lost once you quit / died.

Mikko_Sandt, on 12 December 2012 - 07:17 AM, said:

All the environmental lighting in itself doesn't cause any problems with the framerate but there are these occasional spikes whenever there's a huge explosion or something like that.

I tried writing a fireflag variable into this to disable the large amount of lights that get spawned by explosions and fire, especially since the mod includes a flame thrower and fire breathing dragons. Unfortunately, it didn't work out as well as making the blood and gore invisible, I think a lot of the sprites in question may be hardcoded. This is one of the things I'm looking into updating.

Achenar, on 12 December 2012 - 07:24 AM, said:

I hate to defend "blocky rooms with no details", but that's pretty much how the original DooM looked.

Quote

From Knee Deep.txt
" First I ripped all 9 maps of DOOM1 Episode 1 using Silvermans WAD2MAP.
I wrote Mapster script for texture and sprite changes. Thanks Helixhorned!
The rest was old school manual editing in Mapster32."

This looks pretty much like how Doom looked. No slopes, ceiling doors, "blocky rooms", but it's not the Doom you remember.

Spoiler

I flipped it! Mwhahaha.

Vagan, on 12 December 2012 - 08:56 AM, said:

Hey Drek & MickyC!Many thanks for this. It's long and lots of fun, Doom + WGR2 rocks. Playing the classic version since I don't have a Polymer-compatible video card atm.

Cheers Vagan. I'm glad you're enjoying it. I original made this for "practice" and code/art testing. I had so much fun with it that I just had to share it. Thanks for making my day

So we'd like to put this on moddb as soon as possible, but it would be nice to get some more information first.

For those who have finished the level, did you encounter any other problems that haven't been mentioned?
What did you think of the new final boss?
If you played the polymer version, what did you think of the lights (do they look good, is it too bright/dark), and what was your framerate?

Agree with Mikko so far (I'm somewhere in the middle of the second map - after feeding a gate a lost soul and beating some mini-boss). The damaged received from the enemies (especially the extended poisoning(?) is usually greater than the amount of healing items available. It's very hard, but not impossible.

Thanks a ton for the feedback guys!
While I'm not about to ask you to start over, I feel the need to let you know I have a major update coming around New Years. The released versions Boss Fight is pretty glitchy and I made a few more changes.

A brief change log:
Fixed door at the end of the first polymer map
Made health cost 1/2 as much in piece of cake
POW meter no longer resets on level loading
Remove some monsters from lower skill levels
Classic map shading and some texturing

Thanks a ton for the feedback guys!
While I'm not about to ask you to start over, I feel the need to let you know I have a major update coming around New Years. The released versions Boss Fight is pretty glitchy and I made a few more changes.

A brief change log:
Fixed door at the end of the first polymer map
Made health cost 1/2 as much in piece of cake
POW meter no longer resets on level loading
Remove some monsters from lower skill levels
Classic map shading and some texturing

No problem. Would you like me to wait for the update before I do a review? Right now ambiance, layout, and construction are spot on, but improving the game-play balance will improve the score

If it were up to me I'd say wait for the improved version since you're less than half way through. That way when we upload the episode to moddb, we can link both yours and Mikko's articles in the moddb article, unless Mikko says it sucks due to the architecture and gives it a lame score.

And to add to the change log:
I've just stopped the flamethrower projectile from spawning light, while still letting the fire it spawns upon impact shine light. Fixing the horrible fps spike, but not completely taking away the effect.